V!nc3r

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V!nc3r last won the day on October 3 2016

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About V!nc3r

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    https://www.nothing-is-3d.com/

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    Toulouse, France

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  1. Convert Image To Tileable Texture

    If you don't have Photoshop, you can use Krita (open source): activate Wrap around mode (w key), you will see your texture tiling use Clone tool to patch visible seams
  2. The new Babylon Viewer

    I was wondering, watching github notifications, what are these interesting "viewer" task & issues, so here it is! This tool will be very useful, for example for easily doing a custom "sketchfab-like" 3d viewer on artists folio websites. Thanks!
  3. 3D scatterplot on babylonjs

    Plus one for the webVR, we can imagine surfing on a wave of dynamic data
  4. Baking shadow maps

    About technique for texture baking in 3D modelers, you will find tutorials on the Internet. About workflow I use, with .babylon files: usually I have a scene dedicated to 3D realtime, another to lighting meshes must have a dedicated channel non-tileable-UV for lightmaps (I call it UV2) I bake lighting information (excluding diffuse passes & co) in my 3D realtime scene, I put lightmaps to ambient texture material slot, assigned to UV2 channel (be sure that all objects having a same material shares also the same lightmap) when exported to BJS, usually I have to set scene ambientColor to white jod done (I've in mind to made a mini-tuto... one day... on my blog, about making a mini-scene from A to Z in Blender to BJS, including lightmap baking of course. It will be in french in first step, but I will translate it in english. I just have to take time to write it )
  5. Not everything is shiny, e.g. human skin

    I think your specularTexture overwrite specularColor. You probably need to edit your texture (make it darker if you want less spec intensity). However you still have access to specularPower.
  6. Woops... I think I forgot talk about installation when I updated the exporter doc...
  7. PBR in 3d max

    About Blender I'm not sure, 'cause the issue was closed. But we can already export to PBR from Blender using gltf. Doc is here. I've start some very little tests but not enough yet to contribute to the BJS doc (you can find the test here, zip available, code is sort of copy-paste simplified from pbrglossy demo).
  8. blender babylon textures confused

    As brianzinn said, the exporter will automatically bake textures if you're on Cycles. So you may turn renderer to Blender Render. Also, to share images in your posts, please use jpg or png, then you can show them directly on your message. Use, for example, imgur to host.
  9. I discovered discord not so many time ago (and talk about it in PM to Deltakosh ), and two points are very disturbing: it's closed. If you don't have an account, you can't read data, it kills forums, and you can't find anything in it when searching from search engine (see point above, infinite loop). So it's cool to have tchat between community members, but to help find nice informations and nice structured help, it's a nightmare. An option could be to have a little basic tchat directly on html5gamedevs.com
  10. Android issue with normal maps

    FYI, I just try with a Samsung Galaxy Tab S - Android 6.0.1, normal map works fine.
  11. Android issue with normal maps

    In the playground it is BJS 3.1-alpha, do you have try with 3.0 stable ?
  12. 3DSmax Exporters

    Do you have clean your meshes in 3dsmax before exporting ? like reset transform & scale & xform ? It maybe be a solution. I have a maxscript to one-click this, save before using it ; when xform are applied, if your mesh is broken,it will explode and no ctrl Z is possible
  13. 3DSmax Exporters

    Why do you need parenting meshes to the ground ? I'm not quite sure, but I think this code scene.meshes[i].position.y += 13; will reset all meshes Y position to 13, so of course all meshes will be moved, positioning their center pivot to Y=13 ; isn't it ? [edit ] no i get it, it add 13 to the value, so as to be up to the ground i suppose [/edit]
  14. Lighting and OBJ

    If I take blender viewport screenshot above, here two examples which maybe tend to your desired result: by playing with object emissive https://www.babylonjs-playground.com/#8EXCPA#1 by playing with scene & object ambientColor https://www.babylonjs-playground.com/#8EXCPA#2